pub struct AttachmentPass {
pub target_view: TextureViewId,
pub base_array_layer: u32,
pub camera_bg: BindGroupId,
pub camera_offset: u32,
pub draw_cmds: Vec<ShadowDrawCmd>,
}Expand description
One render pass’s worth of state — used for both 2D atlas slots and individual cube faces, hence the generic name.
Fields§
§target_view: TextureViewIdDepth target view this pass writes into.
base_array_layer: u32Layer to render into within target_view. For 2D atlas passes
this is the light’s slot in the array; for cube faces the per-face
view already targets the right layer so this is 0.
camera_bg: BindGroupIdBind group bound at slot 0 carrying the camera (light view-proj) uniforms with a dynamic offset.
camera_offset: u32Dynamic offset into the camera ring buffer.
draw_cmds: Vec<ShadowDrawCmd>Pre-built draw command list for this pass.
Auto Trait Implementations§
impl Freeze for AttachmentPass
impl RefUnwindSafe for AttachmentPass
impl Send for AttachmentPass
impl Sync for AttachmentPass
impl Unpin for AttachmentPass
impl UnsafeUnpin for AttachmentPass
impl UnwindSafe for AttachmentPass
Blanket Implementations§
Source§impl<T> BorrowMut<T> for Twhere
T: ?Sized,
impl<T> BorrowMut<T> for Twhere
T: ?Sized,
Source§fn borrow_mut(&mut self) -> &mut T
fn borrow_mut(&mut self) -> &mut T
Mutably borrows from an owned value. Read more